Talk:The Legend of Zelda: Ocarina of Time/Archive 1
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Contents
- 1 Worth a Mention?
- 2 GlitterBerri's Disorganization
- 3 Wind Temple and Ice Temple
- 4 Debug
- 5 Zora's Domain Alcove
- 6 Zora's Fountain, scene 01
- 7 Misconceptions about 1.1?
- 8 That Arwing
- 9 Random Thoughts
- 10 Death Mountain Trail Patches?
- 11 Unused Text and 1.1 Swordless Link Corrections
- 12 Prerelease Cutscene
- 13 New Gerudo Symbol
- 14 hidden warps
- 15 Additional Program Revision Differences (iQue in Particular)
- 16 Water Temple quirk
- 17 Unused Shadow
- 18 White/Gold Tunics - No info?
- 19 URA Project Findings
- 20 Shadow Temple sun
- 21 The Game's Storyline
- 22 Link bleeding
- 23 Nabooru's Head
- 24 Unused Triforce Cutscene
- 25 Hyrule Castle Town's Location
- 26 Better Crash Debugger Pictures?
- 27 Unused Spirit temple setup
- 28 64DD SetDiskVersion
- 29 Here's a question.
- 30 USA 1.0 question
- 31 Dark Link section
- 32 From the Strategywiki
- 33 On the different versions
- 34 Frame buffer on inventory screen is not a revisional difference
- 35 Source Code Listing
- 36 There's some stuff here that isn't in the article
- 37 Longer Spin Attack
- 38 Prerendered Doors
- 39 Mini Moblins?
- 40 Passing of Days
- 41 Debug Console Printouts
- 42 Secret Passage unused in Darunia's room
- 43 Unknown Clothing
- 44 Beta Kakariko Village
- 45 Strange object in the scene 01 Kakariko Village
- 46 Early Version of Hyrule Field Includes Early Scene Settings?
- 47 Assorted Stuff to Check Out/Add
- 48 Kakariko Door
- 49 Elemental Arrows
- 50 Terrible stretched texture in Dodongo's Cave
- 51 Early Sign Texture?
- 52 Failure hole in Gerudo Fortress
- 53 Ganondorf Introdution Theme
- 54 Zora's River Exit
- 55 Unused Sound
- 56 Something to check out...well maybe
- 57 Early Signs
- 58 Unused Text
- 59 Unused exit in Zora's Fountain
- 60 Chamber of Sages
- 61 Zora's Domain Torch Bug
- 62 Jabu-Jabu's hookshot target
- 63 object_trap
- 64 4th Rupee Bag Upgrade Amount
- 65 The GCN Content Dump
- 66 pastebin links
- 67 Unused Standard Tunic
- 68 Temple of Time Exterior Collision
- 69 Old Texture Leftover in Ganons Tower
- 70 Unused Textbox Layouts
- 71 Unused arrows charging effects
Worth a Mention?
Hey, when I pulled up the Menu that Comes up when you crash to game, when I went to the build date page, all versions said they were compiled on dates that were before OOT was released anywhere. What's up with this? Also, here's a vid that may help you understand what i'm saying: Link to Youtube Video. Go to around 4:00 min In the video. --Vectrex (talk) 14:40, 17 November 2013 (EST)
- Of course they were compiled before they were released. You can't release a game before it's finished. --AquaBat (talk) 14:46, 17 November 2013 (EST)
- I understand that, but the 1.2 was released a year after OOT original release in stores and pre-orders, but has a compile date that is before OOT was released anywhere, even before 1.0. --Vectrex (talk) 15:15, 17 November 2013 (EST)
- I think what happened is that Nintendo already produced way too many physical 1.0 & 1.1 games to replace their entire run with the 1.2 "safe-edit" version. Keep in mind the production of Nintendo 64 cartridges was infamous for being expensive, and perhaps Nintendo would have delayed the release and even sold at a loss if they had scrapped such a chunk of a final game off the shelves. That's just how it seems to me, anyway. LinkTheLefty (talk) 15:44, 17 November 2013 (EST)
- I understand that, but the 1.2 was released a year after OOT original release in stores and pre-orders, but has a compile date that is before OOT was released anywhere, even before 1.0. --Vectrex (talk) 15:15, 17 November 2013 (EST)
GlitterBerri's Disorganization
1. Beta Great Fairy model: http://www.youtube.com/watch?v=57PHsWo4q0I http://www.youtube.com/watch?v=OiE_gMtJ_Uw&feature=related
2. Beta room accessible with map select (though it was broken at first and the header had to be fixed): http://www.youtube.com/watch?v=E1etoci3--o
3. Demo of the debug camera that exists within the debug ROM: http://www.youtube.com/watch?v=R4JYU5BwNQ0
1. Navi used to be all sorts of different colours, including red when an enemy appeared. She also had different wings.
2. Link used to be closer to his ALttP appearance, with strawberry-brown hair and bare legs.
3. The first dungeon they made for Ocarina of Time was a remake of the first dungeon in LoZ, though it was only a test.
4. The Temple of Time (maaaaybe) used to be its own dungeon, as seen in TP. Possible Light Temple?
5. You used to have a reed whistle to call Epona, as seen in Twilight Princess. Still present in game.
6. You (maaaaybe) used to be able to fight and use items on Epona, as seen in Twilight Princess.
7. Each Medallion could be equipped, and possibly have its own spell or warp effect. Apparently there are other spell effects in the game... Let's find these!
8. OoT has wind effects. <-- A certain hacker probably told me this.
9. Hyrule Field used to look drastically different. (And have Zelda's horse running around, for some reason...)
10. The cutscenes in OoT are not FMVs, but rather the camera circling around actual models in real-time. The environment of each cutscene is a snapshot of how the game looked at that point in development.
11. The interface went through several different variations, such as only having the A and B buttons, having their functions switched, vastly different appearances for the C buttons, etc.
12. Link's jump-slash and sword-beam attacks were originally in OoT.
- I'm curious how you came to some of these conclusions... ⬡ 04:53, 14 June 2012 (EDT)
- I know this is old. But can you tell me anymore about these wind effects, are they used by the shadows temples fans? -Hiccup
Wind Temple and Ice Temple
"These two read "Wind Medallion" and "Ice Medallion", respectively. This of course suggests that there were two temples corresponding to these medallions, however no traces of these temples are left anymore."
I'm just being really nitpicky, but I recently replayed this game and had been reading up about that. Pretty much everywhere I looked said that the Wind Temple became the Forest Temple and the Ice Temple was cut halfway through and turned into the Ice Cavern in favor of the Water Temple being the full dungeon for that medallion. This seems to be confirmed in the game by the facts that (1) the "Forest Temple" portion of Ganon's Castle uses a wind puzzle based on fans, which was never seen in the actual Forest Temple (and the Forest Medallion's symbol looks like a fan), and (2) the "Water Temple" portion of Ganon's Castle is based on the Ice Cavern instead of the Water Temple.
I also read in various places that the medallions were originally supposed to be equippable and have magical properties that were ultimately given to other items, such as the magic spells that the Great Fairies give you. There is evidence in one particular spot in the game that shows this.
There's a weird symbol engraved on the pedestal outside the Shadow Temple entrance. As you may know, you're supposed to stand on this pedestal and use Din's Fire to light all the torches.
The symbol, however, is the same one that's on the Fire Medallion. It's abundantly clear you were originally supposed to equip and use the Fire Medallion on that pedestal.
Funny thing is, I noticed that odd engraving on the Shadow Temple pedestal a long time ago, but only on this replay did I realize it was the Fire Medallion's symbol. Seems like it's possible the symbol may have been more obvious at one time and recolored to match the brick once the Fire Medallion's powers were transferred to Din's Fire. I'm not sure if that's something you'd want to add to the main page or not, but there it is if you do.--Flying Omelette 09:54, 7 June 2010 (EDT)
- The internal name of Nayru's Love is ovl_magic_dark. It should be fairly obvious what that means. I've heard there are also two unused damage bits which look like an ice spell and a light spell. And yeah it's probably something we want to have. -- Prince Kassad 17:45, 7 June 2010 (EDT)
A friend and I were talking about the Wind and Ice dungeons, and the topic of sages was brought up. As most Zelda fans know, all the sages are named after the towns in Zelda 2. However, there is one name that goes unused - Kasuto. If there was a sage for the Ice Temple, this would probably be his/her name. The other interesting bit is that there's one town that doesn't correspond to a sage but an NPC we all know and love - Mido. Judging by the Forest/Wind information, I'd say it wouldn't be too far fetched for Mido to be the intended Wind Sage. The last piece of evidence, if you can call it that, is rather shaky and just speculation on my part. In Wind Waker, who is the old Wind Sage? Yep, a Kokiri. Might be a Nintendo in-joke. :P --SGR 08:52, 26 August 2010 (EDT)
- Umm, there's an unused NPC in the game who has been speculated to be the Wind Sage. She appeared in beta screenshots but then mysteriously vanished. -- Prince Kassad 08:52, 27 August 2010 (EDT)
- Is it that Kokiri girl that appeared in early pre-release screenshots? Teflon 16:34, 28 August 2010 (EDT)
- Exactly. -- Prince Kassad 16:38, 28 August 2010 (EDT)
- That's what I thought. Is there any evidence that she might've been the Wind Sage, or is it just speculation because she's a Kokiri and she was cut from the game? Teflon 16:40, 28 August 2010 (EDT)
- It was also known long before the release of Twilight Princess that the beta Kokiri's name was Fado, and genuinely accepted that she'd once had a more important role in the game, eventually reduced to being the creepy Kokiri girl who tells you how adults who get lost in the woods become Stalfos. I'm not sure where that information came from, but it was taken for fact on Zelda's Secret Ocarina. -- GlitterBerri 14/11/2010
- I guess it's the latter. -- Prince Kassad 17:24, 28 August 2010 (EDT)
- That's what I thought. Is there any evidence that she might've been the Wind Sage, or is it just speculation because she's a Kokiri and she was cut from the game? Teflon 16:40, 28 August 2010 (EDT)
- Exactly. -- Prince Kassad 16:38, 28 August 2010 (EDT)
- I still stand by my theory that the Wind Temple became the Forest Temple and the Ice Temple was shortened to the Ice Cavern and replaced with the Water Temple and Saria and Ruto were always meant to be their sages. The evidence in the game itself seems to support it. --Flying Omelette 10:02, 27 August 2010 (EDT)
- I thought this was the commonly accepted fate of the Wind and Ice Temples. :s Teflon 16:34, 28 August 2010 (EDT)
- The whole "Medallion's usage" stuff in my opinion makes complete and total sense and I have a theory on what they each were used for. I made this up long ago, I really didn't want to share this with anyone on the internet yet, but I might as well put it out there.
- My first example is that above picture of the fire medallion, as that is one of the important parts to back up this theory. Basically, it goes like this, every magical item in the game was a replacement for the medallions, my guess is that the Fire Medallion was not only used as Din's Fire but was also combinable with the Bow for the Fire Arrow, if this isn't the case, it's possible that fire arrows never existed at that point, but I'm pretty sure they did, wouldn't make sense to have Ice and Light without Fire. If you look at the order of the medallions, it's, in the beta version I'm talking about, as shown in the final game, even the 3DS one, "Wind (Forest in final), Fire, Ice (Water in final), Spirit, Shadow, Light" Now I didn't notice that Spirit was before Shadow in the past, but if you think about it this would make sense. I list Light at the end as it is my personal opinion it came last, it doesn't exactly make sense with my theory otherwise, but more on that later. For the rest of the items, I would say that obviously the Wind Medallion was Farore's Wind, cause that's just... well, obvious. :D The Ice Medallion would be the Ice Arrow, which means it probably would have actually had more of a use then it ended up getting. Now, what I'm about to say may sound strange to some of you, but I believe that the Spirit Medallion originally held the power that the Lens of Truth now currently has, the reasons for this is that unused text talking about a maze of flags or whatever. My guess is that originally there was no Poe, and therefore no need to use that power at that point, and you would need the power to get through the Shadow Temple. This probably means that either the Bottom of the Well served a different purpose or wasn't there at that point. As mentioned above, Nayru's love or, magic_dark, to me, makes it pretty clear that it was the Shadow Medallion's power. And that leaves the Light Medallion, which I believe was infact given to you by Zelda at the end of the game, instead of at the very beginning of the game, and was replaced by the Light Arrow, and by doing that they gave you the useless medallion at the very start of your adult quest. This may not be entirely true, but the evidence to me seems to make it pretty clear that's what they were, and in the end we just got the same powers but through different items.
- I thought this was the commonly accepted fate of the Wind and Ice Temples. :s Teflon 16:34, 28 August 2010 (EDT)
- Is it that Kokiri girl that appeared in early pre-release screenshots? Teflon 16:34, 28 August 2010 (EDT)
- -Lazengann, OVERLOAD (of text)
In beta images could see a selected medallion. Most likely they would have some kind of power, instead of teleportation as many claim. http://static2.wikia.nocookie.net/__cb20100304231517/zelda/images/3/31/Beta_Medallion.png http://www.oocities.org/timessquare/dome/2012/z8.jpg But having a symbol medallion fire in the temple of shadows, should not exist. --Porcino (talk) 20:46, 23 December 2013 (EST)
Debug
One of the inventory debug fields - either equipment or dungeon items (can't remember) - lets you set the fourth bit (with C-up or D-pad), which is unused. The other does not; this suggests this may be deliberate and that fourth bit may have been used at one point.
- Looking at this again, there is a fourth "sword" bit, that tells whether the Giant's Knife is broken. That might be all that's about. ⬡ 05:09, 3 March 2011 (EST)
There's also a more complex button combo to enable free movement, which had some advantage I don't recall because the common one triggers something else too.
IIRC the T and E on the ZELDATIME are day counters, or at least one of them is. HyperHacker 22:02, 25 June 2010 (EDT)
- The other free movement keyboard combination is, I think, L+R+A+B. It has the advantage that it doesn't interfere with D-Pad Right, which stops cutscenes. The obvious disadvantage is that it doesn't work on cheap keyboards like mine... -- Prince Kassad 06:09, 26 June 2010 (EDT)
Zora's Domain Alcove
I wonder if that tidbit would be interesting to mention.
Essentially it's an alcove deep under the water which you can only see using glitches (because it's deeper than you can dive). It contains nothing at all, and there are loads of rumors suggesting it led to a removed area of the game. -- Prince Kassad 16:21, 26 June 2010 (EDT)
- I could never find that, myself, although I only played the version from the GameCube collection. Was it removed from that? -YK 18:01, 26 June 2010 (EDT)
- It's there in Master Quest, so I assume it exists in the GameCube version, too. If I remember correctly, the easiest way to go down there is to use the diving game glitch - start the diving game, go to the platform, and jump off as the timer reaches zero, you'll drop straight to the ground. -- Prince Kassad 18:05, 26 June 2010 (EDT)
I took a look at it. Even though there's definitely nothing there, it's built in such a way that it must have had some purpose. It is structurally similar to the Lake Hylia passage, but too shallow and straight to be an exit. It's at such a depth and angle that it would be a waste of polygons if it didn't have some purpose. My best guess is it would have held a Heart Piece or treasure chest. --Peardian 19:41, 10 May 2011 (EDT)
Speaking of this alcove, I was able to figure out how to get under the ice in the 3DS version of the game. Getting there requires a slightly different glitch method than the N64/gamecube version but both methods are very similar. Sure enough, they actually left the alcove in despite it being unused in the previous versions. I don't know whether this is worth incorporating in this article or not since this article mainly seems to deal with the N64 version. Here is a video link. You see it around time 2:52.-- Cuber456 21:42, 27 August 2011 (EDT)
Zora's Fountain, scene 01
It is possible to access this on a real cartridge without the game crashing: http://web.archive.org/web/20071017084002/zso.krahs-emag.com/proc/floating.html - However, the described procedure isn't a real fix in the sense of actually removing the six Jabu-Jabu's or whatever, so I don't know if it should be added here, but... uh, hell, I don't even really know what it does technically, it was just a lucky find.
Anyway, if you follow that procedure, you (and I'm going off 6/7 years old memory here) end up with something like two or three GS codes that allow you to walk around in a very small "safe zone" around Link's spawn point, as long as nothing(?) goes out of this area - I believe not even the camera could leave it. Well, as I said it's been years ago, but this procedure definitely did work, I'm 100% sure that I looked around that area in first-person camera mode back then, on cartridge, and noticing the two Tektites on the water, I think never even having seen them there before.
Again, I don't know if this should be added here, tho, as it's more of a bad hack than a true fix... --Xdaniel 16:46, 12 August 2010 (EDT)
- Oh, that is a horrible hack. You'd be better off putting together a code to disable the exception handler and just letting it proceed on until you manage to corrupt some important memory. I do remember reading that though, and the mention of seeing Octorocks in the water, which would freeze the game as soon as they popped up. (Possibly because of crudely patching the instructions like that? Writing 0x2400 rather than 0x00 might have also worked better.) HyperHacker 16:56, 12 August 2010 (EDT)
- (edit conflict) Hmm interesting. The result sounds like what happens when you enter the area in the ROM without using Specific Things Lean - you can only walk around the initial area around the Ocarina Pedestal, it crashes if you step on the pedestal or go beyond the initial area ("you" also includes arrows, bombs, the camera, and so on). It probably could be mentioned in a small side note, which I'm going to do soon as the page requires major reformatting anyway (walls of text are bad). -- Prince Kassad 16:59, 12 August 2010 (EDT)
- HyperHacker: Yeah, because of what kind of horrible hack this was, and because I basically didn't know what I was doing back then (like, mostly everyone else, I suppose - I didn't even know what PC stood for in this context), I wasn't sure if this was worth mentioning on the page here. I guess what Prince Kassad did - adding the note "unless you use certain Gameshark codes" - is more than enough. --Xdaniel 17:58, 12 August 2010 (EDT)
- What is the "Specific Things Lean" code? For some reason that name has me laughing; I must know the story behind it. --Fry's Dead Dog 02:15, 26 August 2010 (EDT)
- Specific things lean (
80025614 0001
on US v1.0) causes certain objects to lean. This includes some NPCs (like Jabu Jabu), and also for example the water surface or the bridge in Gerudo Valley. -- Prince Kassad 08:50, 27 August 2010 (EDT)
- Specific things lean (
"The reason for the instability is there are around six Jabu Jabu models loaded at once for some reason, causing the game to segfault from the sheer number of polygons." - Do these models differ at all? Maybe some script was supposed to swap them out, so only one appears at a time? ⬡ 02:08, 3 March 2011 (EST)
Misconceptions about 1.1?
I noticed among the Version 1.1 changes is the change of Ganon's blood from red to green. This would seem to be incorrect, as most Version 1.1 copies still include the red blood. Some people report that there is green blood in their 1.1 copy, so sometimes this is differentiated into "1.1a" and "1.1b". I think further research is required to see if this is accurate, because it was thought for a long time that 1.1 was only the uncensored version with some bugfixes. LinkTheLefty 12:45, 13 January 2011 (EST)
- Someone might want to find it out on an emulator. It is very easy to confuse 1.1 with 1.2 cartridges. -- Prince Kassad 13:13, 13 January 2011 (EST)
- Sorry for the late reply, but someone told me that in 1.1, the blood is the same color as the tunic Link is wearing. The obvious problem with this is that the blood becomes red again if you use the Goron Suit, and becomes blue with the Zora Suit, which is why it was fixed in 1.2. But I have no way to verify this. -- Prince Kassad 09:42, 3 February 2011 (EST)
- I thought I remembered reading somewhere that that was a myth. --Flying Omelette 19:10, 3 February 2011 (EST)
- Sorry for the late reply, but someone told me that in 1.1, the blood is the same color as the tunic Link is wearing. The obvious problem with this is that the blood becomes red again if you use the Goron Suit, and becomes blue with the Zora Suit, which is why it was fixed in 1.2. But I have no way to verify this. -- Prince Kassad 09:42, 3 February 2011 (EST)
That Arwing
Okay, so there's an Arwing in the game. Cool. You can tilt the cartridge while opening a chest to make it appear. Cool. The page says that means it was supposed to appear when you opened a chest. Not so cool. Is there any proof that the Arwing was specifically designed to appear when you opened a treasure chest? (Like, say, a video?) Joe 21:18, 6 February 2011 (EST)
- Dunno. The alligator said it. -- Prince Kassad 11:17, 7 February 2011 (EST)
- I think he said that there's code to specifically spawn the Arwing's actor, but that it can't be reached by normal means (a branch never taken or something). It's been awhile, but there was a news post at Zelda Power that went into further detail...? --Xdaniel 12:05, 7 February 2011 (EST)
- me dump this here: https://web.archive.org/web/20131110162702/http://z64.spinout182.com/index.php/topic,431.0.html --Hiccup 14:48, 17 July 2013 (EDT)
- I think he said that there's code to specifically spawn the Arwing's actor, but that it can't be reached by normal means (a branch never taken or something). It's been awhile, but there was a news post at Zelda Power that went into further detail...? --Xdaniel 12:05, 7 February 2011 (EST)
Random Thoughts
- ""someone" found a code that lets the game start in 64dd mode... it doesn't work for me but if anyone else can get it to work, that'd be great."
- OK, so what's the code?
- "The Entrance to the Past / The Entrance to the Present / The Entrance to the Future"
- Maybe Spirit Temple had three entrances?
- Interesting guess. The text is actually located among all the Gerudo text. And remember what Sheik says when he teaches you the Requiem of Spirit... "Past, Present, Future" - it all seems to fit together. — The preceding unsigned comment was added by [[User:{{{1}}}|{{{1}}}]] ([[User talk:{{{1}}}|talk]] • [[Special:Contributions/{{{1}}}|contribs]])
- Hmm, if you like that theory, here's an even crazier one for you:
- Past, present, future. The Spirit Temple would have had three sections. Link would have travelled further forward in time to reach the third. This may have been before time travel was part of the storyline as a whole. (I doubt they intended three versions of everything! Not to mention Link aging...)
- The Spirit Temple has several "trap" treasure chests that freeze or attack you.
- The game has a fully-functional unused Arwing enemy. There is code in the trap treasure chest routine to spawn the Arwing, but it's never reached.
- ???
- Profit. ⬡ 10:05, 7 March 2011 (EST)
- Haha, I love that theory! -- Prince Kassad 12:27, 7 March 2011 (EST)
- Hmm, if you like that theory, here's an even crazier one for you:
- Interesting guess. The text is actually located among all the Gerudo text. And remember what Sheik says when he teaches you the Requiem of Spirit... "Past, Present, Future" - it all seems to fit together. — The preceding unsigned comment was added by [[User:{{{1}}}|{{{1}}}]] ([[User talk:{{{1}}}|talk]] • [[Special:Contributions/{{{1}}}|contribs]])
- Are there any differences in the Japanese Gamecube version? ⬡ 02:08, 3 March 2011 (EST)
- Frankly, I have no idea. Though at least for Majora's Mask, Japanese Gamecube and US Gamecube are identical except for the language, it would surprise me if it was any different for OoT. -- Prince Kassad 05:07, 3 March 2011 (EST)
Death Mountain Trail Patches?
When I was ripping this area, I made an interesting discovery. The first bombable hole-in-the-wall and the paths to the Great Fairy's Fountain and Death Mountain Crater both have... basically "patches" of the wall that cover up the hole to make it look as if they weren't there. They have no collision, and are not connected from the surrounding wall. They appear in emulators when using some graphics plugins due to flaws. Does anyone know if these are really used for anything? Like, for a cutscene or something?
- That sounds totally unfamiliar to me. Can you take screenshots? -- Prince Kassad 12:51, 11 May 2011 (EDT)
- Here they are. Pardon the HUD, I used cheats to get there faster, then got mauled by a Tektite. :P
- Top of the mountain: http://img31.imageshack.us/img31/5083/patch1.png
- First hole in the wall: http://img535.imageshack.us/img535/8703/patch2.png
- The interesting thing is that their UV maps don't really match up with the surrounding wall all too well. If they ever did appear, it would look very unconvincing unless it was from far away. --Peardian 01:02, 12 May 2011 (EDT)
- I got a bit confused. My graphics plugin has the same glitch. Compare:
- http://img651.imageshack.us/img651/2954/thelegendofzelda112.jpg
- http://img822.imageshack.us/img822/5899/snap004z.jpg
- I haven't ever seen these walls used anywhere. It's safe to say they're unused. -- Prince Kassad 06:08, 12 May 2011 (EDT)
Unused Text and 1.1 Swordless Link Corrections
I noticed some small errors on this page, one being in the unused text section and the other being in the version 1.1 swordless Link section. These two sets of text are not unused:
- Those who wish to open the path sleeping at the bottom of the lake must play the song passed down by the Royal Family
- Those who wish to open the gate on the far heights, play the song passed down by the Royal Family
They are said when you check the Triforce symbols that you play Zelda's Lullaby on in the Water Temple to lower and raise the water level respectively.
The other error is a very minor one. While it's true that they attempted to make the swordless Link glitch impossible in 1.1, there is a workaround to still do it. If you use the glitch to allow you to use any item as an ocarina and reset the Ganon fight with the Sun's Song, you can then reset the game after he knocks the Master Sword away a second time and it won't be equipped on reset.
I would have fixed these errors myself, but I didn't know if they'd just be reverted without discussion first. Triforce of the Gods 16:14, 15 June 2011 (EDT)
- Ha. I had no idea that the Water Temple, of all places, uses these. I removed them from the page, accordingly. As for Swordless Link, I mentioned that an alternate method to get Link swordless exists. I feel it doesn't need a long explanation here, beyond stating that it is possible. -- Liliana 23:46, 15 June 2011 (EDT)
Prerelease Cutscene
(USA V 1.0)
Code : 8135A7D6 2340
--Dark Linkaël 09:59, 25 July 2011 (EDT)
- ajouté. -- Liliana 12:28, 25 July 2011 (EDT)
- Does this NEED to be on an N64?... Tanks 09:20, 25 October 2012 (EDT)
- Also, are we sure this isn't just editing a few values in the original cutscene or is this initiating something hardcoded into the game? Tanks 10:09, 25 October 2012 (EDT)
- I guess it could be recorded from an emulator as well. Note that this very cutscene was featured in a promotional video shown before the game's release (I wish I could find it again), so it doesn't seem to be some simple change in values. -- Sheeza 08:21, 26 October 2012 (EDT)
New Gerudo Symbol
The new signs Gerudo comes not from the general Onox in Oracle of Seasons, but in Majora's Mask. This sign is present in the fortress of pirates Gerudo and more specifically on a shelf in the great room Aveil.
--Dark Linkaël 12:33, 2 August 2011 (EDT)
Assuming this is one of the N64 versions of MM and not the GameCube version, this seems valid since OOT didn't use this symbol before the GameCube version and obviously MM came before OoS. Nice find. --Cuber456 13:04, 2 August 2011 (EDT)
- I think the colors of the buttons pretty much give it away that it's the N64 version. But yeah, cool find! -- Liliana 13:43, 2 August 2011 (EDT)
Thank you! It is the N64 version European Majora's Mask.
I also noticed that one of the ancient symbols Gerudos is always present in all versions of Ocarina of Time, except with the Wii Virtual Console. This oversight is in the room Hookshot in the cemetery. Look closely at the top of the four walls. --Dark Linkaël 14:06, 2 August 2011 (EDT)
Hmm. Oversight or easter egg? I wonder. Either way, it's also completely gone in the 3DS version. LinkTheLefty 12:43, 26 January 2012 (EST)
I'm pretty sure there are at least 2 hidden, impossible-to-get-to-without-cheats warps. There is one in the center of the lava pool under Gannon's castle the other is somewhere behind the Mario paintings in the castle courtyard, where Zelda stands. It would be great if someone could confirm and put those up here. Darkychao 17:20, 23 December 2011 (EST)
- Never read about either of those. Though the lava pool one seems minimally plausible, I bet the courtyard one is true. Why? Because ever since that easter egg about the painting was found, and ever since people started using the moon jump code, almost everyone (that could) used the code to explore the paintings up-close. And I never once heard of any report of a warp area near the paintings. Unless it's in a very specific spot that nobody actually ever touched, due to the most ridiculous luck in the universe... And the lava pool one... Isn't there a kill plane before the actual lava? {EspyoT} 10:13, 24 December 2011 (EST)
- I remember a youtube video depicting these, can no longer find it. One would transport you to a room like the top of the clocktower in LOZ:MM, the other I don't remember. Also a romhack (Zelda's Birthday) made use of the warp in the lava pool. Darkychao 11:23, 24 December 2011 (EST)
- While these sound random and not very plausible(at least to me), they would be easy to test using the debug features in the debug rom. Cuber456 15:23, 24 December 2011 (EST)
- I remember a youtube video depicting these, can no longer find it. One would transport you to a room like the top of the clocktower in LOZ:MM, the other I don't remember. Also a romhack (Zelda's Birthday) made use of the warp in the lava pool. Darkychao 11:23, 24 December 2011 (EST)
- I believe you've fallen for a rumor. These would've been long known if they were there. -- Urfling 16:11, 24 December 2011 (EST)
yah know what guys tomorrow morning ima break out the GameShark take like 15 minutes to get it to work and go find out my self then I'll tell you guys then.Darkychao 02:44, 25 December 2011 (EST)
- well it didn't work in 1.1, maybe other versions...Darkychao 12:24, 25 December 2011 (EST)
Additional Program Revision Differences (iQue in Particular)
Whilst wandering around on YouTube, I stumbled upon something fascinating about the Chinese release of Ocarina of Time for the iQue Player: http://www.youtube.com/watch?v=nJ_bCr04FqE & http://www.youtube.com/watch?v=rA3IwcN_1kk
It seems that the Gerudo Symbol retcon may not have originally been due to censorship! Outside of the original emblem left in Dampe's Grave in all console versions (outside of apparently Virtual Console), this version includes both symbols - the original symbol is marked on puzzle blocks and the Mirror Shield, but the new Gerudo Symbol replaces it in decorative places and where Gerudo are associated with it (like around the Fortress, portions of the Spirit Temple and I think Ganondorf's cloak [but it's hard to tell for sure in that video]). Other than that, it almost feels like the missing link between 1.2 and GCN versions, even though I believe it was released later. Other minor differences include a glitch in the Spirit Temple (which can be worked around), some of the bugs / crashes respond differently, it takes after the N64 resolution instead of the GCN one, the text is even faster than the Japanese version (about on par with the 3DS release), framerate issues have been totally eliminated and there's a short delay when un-pausing. I think that's something worth noting in the article, especially since this article combines program revision and regional differences.
On another note, should the article also cover the Virtual Console version? From what I can tell, it's identical to 1.2 except the emulation is under a texture patch to display the new Gerudo Symbol instead, it performs faster like the GCN / iQue versions, there is absolutely no Rumble Pak support (unsure if iQue had any either, now that I think of it) and the PAL version plays slower for some reason. LinkTheLefty 13:03, 26 January 2012 (EST)
Water Temple quirk
So, when I was ripping the stuff from the Water Temple, I made an interesting discovery. In the twisty cave room (just after getting the Longshot) there is a section where you must hit the eye switch to open the gate and then quickly pull yourself through it by hooking onto the small treasure chest. Well, as it turns out, the polygons for the wall behind it define a small square shape, just the right size for a Hookshot target panel. The spot is filled in with the proper polygons to complete the wall, but the square patch belongs to a different group than the rest of the wall.
So... is this worth mentioning or no?
- Oh, so a bit like this? That seems to warrant a small mention. Also, you forgot to sign your post. {EspyoT} 07:36, 6 February 2012 (EST)
Unused Shadow
To add the page!
--Dark Linkaël 05:41, 15 February 2012 (EST)
Wow. Dynamic shadows would have been a good way to showcase the N64's technology, and they just ditched it (and it was seen in early screenshots? *facedesk* If I'm not mistaken, though, Ganondorf and Ganon use dynamic shadows. It's just nearly impossible to see, especially in the case of Ganon because of the lighting. Same goes for the 3DS version. WhoIAm 21:56, 26 January 2013 (EST)
White/Gold Tunics - No info?
So I was watching an episode of this series on YouTube called "Gaming Mysteries", and the episode was about this game. In the video, the guy talked about various cut content and such, and one of the things he mentioned, alongside the Wind/Ice Medallion(s), was that Link was apparently supposed to get a white tunic and a gold tunic. I can't exactly provide a video link at the moment, as I'm about to head out for a few hours, but once I get back I'll post the video link along with the time in the video to skip forward to. 404 User Not Found 16:23, 25 March 2012 (EDT)
- I know which video you are talking about. It is about 2 minutes and 10 seconds in. I'm just providing the link and can't comment on it because I've never really looked into the game myself. Cuber456 18:49, 25 March 2012 (EDT)
- I know the video you're talking about; I'm pretty sure the guy is misinformed. The Gold and White tunic codes are just simple color modifier codes. ~Burb
- Didn't the guy mention something about text strings in the game referring to additional tunics? Or am I imagining things again? :P 404 User Not Found 18:54, 25 March 2012 (EDT)
- Nothing according to the text dump here. GlitterBerri 20:17, 25 March 2012 (EDT)
- Yeah, Link's tunic texture is just white to begin with, with colors multiplied on for the different tunics. His tunic could be made any color, but Yellow and White seem to be the most popular due to the Smash Bros. series. --Peardian 23:13, 25 March 2012 (EDT)
- So I just re-watched that video, and he seems to be talking about Ura Zelda (that failed 64DD expansion). Something about 2 other dungeons (possibly Wind/Ice) and finding two new tunics (white/gold) in them. Thought he was talking about OoT, guess I was wrong :P 404 User Not Found 23:21, 25 March 2012 (EDT)
- Actually, here's what he says word for word: "When observing a ROM of Ocarina of Time there's two logos that can be found. They're translated as "Wind Medallion" and "Ice Medallion". They're believed to be leftovers from two dungeons that were cut out of the final game, and expected to be added with Ura Zelda. You can also find two tunics rumoured to be used in these two new dungeons, a gold one and a white one.". Someone look in the ROM for a white tunic and a gold tunic. 404 User Not Found 23:24, 25 March 2012 (EDT)
- So I just re-watched that video, and he seems to be talking about Ura Zelda (that failed 64DD expansion). Something about 2 other dungeons (possibly Wind/Ice) and finding two new tunics (white/gold) in them. Thought he was talking about OoT, guess I was wrong :P 404 User Not Found 23:21, 25 March 2012 (EDT)
- If you use Gameshark codes to change your tunic, aside from the standard three there are values that give you white, black, yellow/gold, and various shades. I'm 95% certain these are not actual unused tunics, but just other data nearby being treated as colour or palette indexes. They don't have any special effects like the Goron/Zora tunics do. ⬡ 22:18, 9 March 2013 (EST)
This guy has, repeatingly, said things which are not necessarily true, but that he supposes might have been true. He does not actually look into the games himself, but he passes on rumours and actual information however he comes across it. This means getting these erroneous claims of "yellow/white" tunics being in the game... when he might just be making a wild innuendos. I don't think he's intentionally creating false information--I just think at times he doesn't know better, and at others, he forgets to mention that he's just speculating (he does clarify now and again in his series when he does speculate and when he does not).
C'est tout selon moi.--Celice 04:57, 26 March 2012 (EDT)
URA Project Findings
http://www.youtube.com/watch?v=OLPkqu8un00 http://www.youtube.com/watch?v=KU6nT1jBKu4 http://www.youtube.com/watch?v=LkDbIAv1T3A http://www.youtube.com/watch?v=lR7D-jUx79A
Documented as part of Ocarina of Time URA, a pseudo-branch of the old Beta Restoration project. The first is...The Incredible Invisible ReDead! This ReDead enemy is completely unused in all versions of the game and requires the Lens of Truth to be seen. The second includes two unused Zora's Fountain cutscenes, in full. The first scene was obviously unfinished and probably used the Zora's Sapphire as a placeholder for Link, and the second scene shows an extension of the credits' unthawed Zora's Domain but was cut either for music pacing or because Jabu-Jabu's fate was otherwise left ambiguous in the future. The third one technically is not in the N64 game, but I thought it ought to get mentioned - the Master Quest GCN disc contains an early name for the Master Quest, further evidence that MQ is merely an official ROM hack and not the "true" Ura Zelda (although it was called that in Japan, presumably for marketing purposes). I've seen this documented before by someone else in passing, but not implemented in place of the final logos. I'm pretty sure the GCN disc also has other unused material. The fourth video contains the original Z-Targeting curser, but the video makes it unclear if it still exists in the final game or if it was merely hacked to resemble early footage, so I would double-check with that one.
http://www.hard4games.com/features/interviews/210-ura-zelda-restoration-interview
I'd also like to mention that files were uncovered for two unique characters both seen in early screenshots (Fado and a character nicknamed 'Aria') back during the Team Beta Triforce days. The former seems to be an alternate design for one of the Kokiri girls and may have played a more important role, and the latter is a mysterious NPC lady that uses an entirely outdated model format. All these things would be welcome additions to the article or one of its sub-pages. LinkTheLefty 14:27, 12 April 2012 (EDT)
- It now does. ReDead's been listed in the objects list for ages, amazing it took people so long to notice it is never used. -- Sheeza 14:08, 12 April 2012 (EDT)
- Here is yet another finding of the URA Project: http://www.youtube.com/watch?v=ziWnwajuj64 - Unused Goron sideways movement similar to King Zora. LinkTheLefty 18:45, 15 July 2012 (EDT)
Note: Most of this is not URA Project findings, these are old findings pre-URA Project. The invisible Redead is used in-game, and was hacked in before when Actor Hacking was discovered. Also the unused Zora's Fountain cutscene, and speculation, was observed in ZSO days. Claiming the URA Project discovered these is simply not true. -- Airikita 17:39, 2 May 2014 (EDT)
Shadow Temple sun
Where is it? I looked around with the debug camera and couldn't spot it. -- Sheeza 16:51, 8 May 2012 (EDT)
- If I had to guess, I'd say it's below the "horizon". If you still can't find it, maybe it's only there on some versions? {EspyoT} 07:39, 9 May 2012 (EDT)
- It might not show up due to being darkened or something similar. However, it shows up in VRML rips. It also triggers the sign shadows, which only show up when the sun is present, but they seem to be hidden due to the sun's angle. It moves around (I think) so I can't give you a specific location. However, when I was in the boat room, it happened to be located within the walls of the room, yet still didn't show up. --Peardian 19:04, 9 May 2012 (EDT)
The Game's Storyline
Hey guys. I'm new here, so pardon me if I don't make the distinction. I was recently reading up on Zelda 64, and one issue of Nintendo Power details a bit of the storyline that has been since altered. Apparently, Kokiri Forest or the Lost Woods was once called Maze Woods. Link was going to get his fairy at a special coming-of-age ceremony, like the other Kokiri, but his fairy was captured and killed by some monster who Link defeated at the start of the game. The story also says that the "Maze Woods" are near the place where the Triforce is kept. This may be a link to that obtainable Triforce theory?
Link to that page of the preview: [3] I don't know how to add images to pages. By the way, [4] is the containing website that also contains many more beta screens.
- WhoIAm, our wiki focuses on unused stuff that's still inside the final game. Not on "what could've been". We don't talk about screenshots and videos of development versions (unless these were leaked). Also, remember to sign your posts with ~~~~. {EspyoT} 07:28, 4 June 2012 (EDT)
Link bleeding
[5] "if Link takes relatively heavy damage, there will still be an unrealistic red spurt" What? That's insane! I think I speak for all of us when I say I want a source on this. {EspyoT} 06:54, 21 June 2012 (EDT)
- Also, I think there was another boss besides Ganon that spit blood (Barinade I think?) which was changed between releases. -- Sheeza 11:13, 21 June 2012 (EDT)
- Could they be referring to the red-colored flash of light that sometimes happens when damage occurs? Such as when Link chops a Cucco or runs into a Razor Trap. Because that's the only thing I can think of, and it's certainly not blood. --Peardian 12:11, 21 June 2012 (EDT)
- Eh, I always thought that was supposed to be blood. I can see why one might think otherwise, though, given that it really doesn't look like it in motion (that, and it's more noticeable when projectiles like Deku Nuts hit him - but yes, also Cuccos and the blades). If you guys don't think it's blood, feel free to edit that out. Also, I had no idea about the Barinade blood. Is that the only other instance where they changed the color? LinkTheLefty 13:26, 21 June 2012 (EDT)
- Oh don't quote me on it, I'd have to play the game again to confirm it. It might be my memory playing tricks on me. -- Sheeza 16:27, 21 June 2012 (EDT)
- Eh, I always thought that was supposed to be blood. I can see why one might think otherwise, though, given that it really doesn't look like it in motion (that, and it's more noticeable when projectiles like Deku Nuts hit him - but yes, also Cuccos and the blades). If you guys don't think it's blood, feel free to edit that out. Also, I had no idea about the Barinade blood. Is that the only other instance where they changed the color? LinkTheLefty 13:26, 21 June 2012 (EDT)
- Could they be referring to the red-colored flash of light that sometimes happens when damage occurs? Such as when Link chops a Cucco or runs into a Razor Trap. Because that's the only thing I can think of, and it's certainly not blood. --Peardian 12:11, 21 June 2012 (EDT)
Nabooru's Head
I'd really love to see some comparison shots of this, Peardian! Additionally, Shard_ suggests checking if the Iron Knuckles in MM use the same model. - GlitterBerri 14:54, 21 June 2012 (EDT)
- A comparison is in the works. Iron Knuckles' models are a pain to work with because of how many parts and quirks they have. As for MM, it'll be a while before I get to it. It might be quicker for someone else to compare it to the image I post. --Peardian 15:06, 21 June 2012 (EDT)
- Can't you use the peek through walls trick to see Nabooru's face in-game inside regular Iron Knuckles? -- Sheeza 16:28, 21 June 2012 (EDT)
- You'd have to roll into them and press C-Up. Since Iron Knuckles aren't flat, stationary walls, I imagine that would be a little difficult! Maybe, though? - GlitterBerri 16:37, 21 June 2012 (EDT)
- Renders are up. And I forgot there aren't as many tools for N64 emulators as GCN ones... However, there is an easy way to tell which head is being used. If you dump/view the textures for the scene, check for the presence of a small (8x8) white-to-pink gradient texture. This is the texture for Nabooru's lips, which is only present in the final head. If it's not there, you'll know it's the earlier head design. --Peardian 18:53, 21 June 2012 (EDT)
- Cool beans, thanks a lot, Peardian! - GlitterBerri 18:56, 21 June 2012 (EDT)
- Renders are up. And I forgot there aren't as many tools for N64 emulators as GCN ones... However, there is an easy way to tell which head is being used. If you dump/view the textures for the scene, check for the presence of a small (8x8) white-to-pink gradient texture. This is the texture for Nabooru's lips, which is only present in the final head. If it's not there, you'll know it's the earlier head design. --Peardian 18:53, 21 June 2012 (EDT)
- You'd have to roll into them and press C-Up. Since Iron Knuckles aren't flat, stationary walls, I imagine that would be a little difficult! Maybe, though? - GlitterBerri 16:37, 21 June 2012 (EDT)
- Small note, sorry about changing chainmail back each time. Chrome's dictionary says it's not a word, and suggests the incorrect spelling "chain-mail" instead. Durr. --Peardian 22:19, 21 June 2012 (EDT)
- Oh, no worries. I think it can technically be spelled either way. LinkTheLefty 12:53, 22 June 2012 (EDT)
- Can't you use the peek through walls trick to see Nabooru's face in-game inside regular Iron Knuckles? -- Sheeza 16:28, 21 June 2012 (EDT)
Unused Triforce Cutscene
The folks at Unseen64 have apparently discovered an unused Triforce cutscene, and supplied a GameShark code used when you visit Zelda (see link for details). It should work in the English versions, but the screenshots they show are in Japanese, so I'm not sure it was translated. Thought I would mention this because I don't think it is mentioned here. LinkTheLefty 09:58, 29 August 2012 (EDT)
I checked this out myself on version 1.0 of the game. The text doesn't appear to be unused but it is a different cut scene with the three goddesses missing. Here is a video of the cut scene. That video has the code turned ON. For comparison, here is the standard cut scene. I think that other people should comment. --Cuber456 19:21, 29 August 2012 (EDT)
- The video of the cut scene in question is marked as private, so no one can see it unless they have access. The screenshots show the differences however, and judging by that, I think it should be mentioned too. My guess is that it's simply incomplete and/or the Goddesses weren't done being designed. But, I'd like to see the video before being concrete in that decision. Spiritix 01:19, 20 November 2012 (EST)
- After going through and doing this myself, the triforce part isn't the only thing different. Zelda's facial expressions are slightly different, and Link makes a noise when Ganon looks at him. The dialogue is also weird at one point, not to mention it doesn't respond to A (you have to use L and R for the most part, like the article says). For me, on a US 1.0, the cutscene hung up and never finishes. Exact same on Japanese 1.0. Yes, I think it's worth mentioning. Spiritix 01:55, 20 November 2012 (EST)
Hyrule Castle Town's Location
Can we get a diagram for this, either from in-game or else drawn? It sounds super interesting, and I think a visual explanation would be handy both for understanding what is being said and for what the implications of this potential design choice was.--Celice 03:03, 15 November 2012 (EST)
- Well, that would be difficult as it implies a completely different Hyrule Field. Maybe the Ranch would be at the north instead. Anyways, the original placement is hinted at in Twilight Princess's version of Castle Town (which is more or less in the center of Hyrule Field). WhoIAm 19:30, 11 March 2013 (EDT)
- Makoto Miyanaga (Field Design): Miyamoto directed us to decrease the obstacles in order to make riding more fun. However, decreasing all the obstacles actually caused more difficulty.
- For a long time Hyrule Field had nothing, it was terribly uninteresting. Of course, while you were trudging along in that wide empty plain we had planned to introduce effects such as wind, temperature, and atmosphere. If we had only presented that sort of game, I don’t think it would have been appreciated. We had intended for it to add to the game’s character.
- Miyamoto: At the beginning, there was only Hyrule Castle. You couldn’t move around much, and I was thinking about making a game without a lot of space. Mario was mostly created in that image. *laughs*
- So, perhaps it's not so far-fetched to think that the game would have once been similar to Mario, with the castle at the heart of the world. --GlitterBerri 05:07, 12 March 2013 (EDT)
- Added an image. I can't imagine what the game would have been like if the field was as huge as in Twilight Princess. As it is, it already takes over half a day to get from one end to the other on foot. --Peardian 23:21, 12 March 2013 (EDT)
Better Crash Debugger Pictures?
The screens for the crash debugger are pretty small and can barely be read... I'd be willing to get bigger pictures, but I didn't know if the pictures were small for a reason. Also, what about the famous one where it says "HungUp on Tread 4, RCP is HUNG UP!! Oh! MY GOD!!"? Spiritix 19:31, 17 November 2012 (EST)
Unused Spirit temple setup
I was just messing around on the debug rom and found out something interesting. If you press the buttons to gain control during a cutscene (L + digital right), use this on the intro cutscene with adult link and the gerudo. If you kill yourself after you can respawn at the temple entrance with a bunch of difference, like silver rupees that activate secrets, boulders that can be blown up, and a big water geyser like the ones found in the water temple. -IGabx
- Since the debug rom takes after Master Quest, this is the usual set up in the actual game. The only difference between the original and Master Quest is that the dungeons have been redesigned to be more difficult. If you check out the other dungeons, they'll be different too. Sorry! Also try to remember to sign your posts! Spiritix 01:11, 20 November 2012 (EST)
- Oh sorry, didn't realize that. Makes more sense now. -IGabx
64DD SetDiskVersion
Has anyone looked into what these do? I find it interesting that selecting them seems to do nothing at all, not even try (and fail) to load a map. Perhaps they don't actually load a map, but just set some disk-related flags, that might have produced some differences on other maps? It's not uncommon for debug functions to do something but not give any indication that they did anything. Or they're printing to a debug console whose output is going nowhere. ⬡ 22:21, 9 March 2013 (EST)
- Already done --Jimmy130 08:46, 10 March 2013 (EDT)
- I was looking at the map select section on the main page. The retail version map select has two maps called 64DD TEST n64dd SetDiskVersion and 64DD TEST2 n64dd SetDiskVersion. A silly question popped into my mind. Would it be possible to open these "maps" with a 64DD connected or do you think that these maps will still refuse to open? I'm just curious. --Cuber456 15:55, 2 August 2011 (EDT)
Apparently, it's very complicated to open these two choices, if not impossible for now. It is quoted on this page (french) : http://blog.gamekult.com/blog/jimmy130/142543/zelda-oot-64dd.html --Dark Linkaël 06:03, 3 August 2011 (EDT)
Only TEST1 can be opened. It just loads Ura Zelda from the supposed disk. TEST2 doesn't work, function is still unknown. Video: http://www.youtube.com/watch?v=yqogORZoXg4 --Jimmy130 15:34, 22 February 2012 (EST)
Here's a question.
Is there a legitimate prototype of this game or not? I keep hearing about some very early kiosk demo of some kind that features the ability to jump. --AquaBat 18:38, 11 March 2013 (EDT)
- Interesting. Where do you hear about that? WhoIAm 19:27, 11 March 2013 (EDT)
- This video has it. Problem is, you can't trust Youtube for shit, and this guy didn't provide a download link, so I can't tell if it's legitimate or not. --AquaBat 21:34, 11 March 2013 (EDT)
- All of this is prerelease footage of a number of different prototypes that have never been leaked. Some of what the narrator says isn't substantiated by anything I've ever heard of, such as the bit about the game including "image editing". You can see all the prerelease footage on my site, courtesy of Lavacopter, who collected it. --GlitterBerri 00:57, 12 March 2013 (EDT)
- This video has it. Problem is, you can't trust Youtube for shit, and this guy didn't provide a download link, so I can't tell if it's legitimate or not. --AquaBat 21:34, 11 March 2013 (EDT)
- That guy's videos are not completely legitimate in their claims. He has had no qualms about quoting erroneous information and rumours as if they're fact (such as, apparently, Dinosaur Planet being build of the Ocarina of Time engine... yeeeaaahhhh). They ought to be looked upon as entertainment and nothing more than that, because he doesn't clarify whether his information is accurate or not.--Celice 06:40, 12 March 2013 (EDT)
USA 1.0 question
US v1.0 version The "enemy near" music will no longer play inside Ganon's Tower and during the escape. This gives the area a better atmosphere. The game will also no longer detect a 64DD.
I remove this because 1.0 JPN or USA have identical rom. --Jimmy130 14:14, 3 April 2013 (EDT)
Speaking of that, were physical carts of 1.1 or 1.2 officially released in Japan? Theclaw 16:24, 3 April 2013 (EDT)
- My Japanese OoT is v1.2, so I'd assume v1.1 was released there, too. --Xdaniel 18:18, 3 April 2013 (EDT)
- 1.1 and 1.2 japanese roms exists, so also cartridges. --Jimmy130 12:21, 4 April 2013 (EDT)
Dark Link section
Shouldn't it be possible to obtain Nayru's Love before finishing the Water Temple? You can get across the broken bridge using Epona instead of the Longshot. That would make Dark Link's reaction to it being cast used as opposed to unused. Am I missing something? Miles of SmashWiki 15:20, 25 May 2013 (EDT)
- You obtain Nayru's Love near the Desert Colossus which is past the Haunted Wasteland as mentioned here. I have never sequence broke OoT. I have always done the temples in order so I can't answer this question directly but you would need to be able to get past the Haunted Wasteland which means that you also need to be able to get past the Gerudo Fortress. You are correct that getting to the Gerudo Fortress is possible if you have Epona, that much I do know. I guess the question to be answered is this: Can you get past the Gerudo Fortress and Haunted Wasteland before you complete the Water Temple? Answer this question with a yes and you could technically say that Dark Link's reaction to Nayru's Love is used. However, even if the answer is yes, I would argue that most players, especially on their first playthrough, probably don't sequence break and Nintendo never intended for you to. In other words, the status of Dark Link's reaction would just go from unused to incredibly obscure since the player has to go out of their way to see it. If that is the case, it should still remain on the main page but with updated info about how obscure it is. That's my 2 cents. --Cuber456 19:13, 26 May 2013 (EDT)
- Slight correction: The question is "Can you get past the Gerudo Fortress and Haunted Wasteland before meeting and defeating Dark Link, as the Longshot (as far as I know) is required to cross the Haunted Wasteland?" As far as I know, the answer is no, but then again, this is Nintendo and they think of everything. WhoIAm 22:43, 26 May 2013 (EDT)
- Of course, it's theoretically possible with the warp point exploit used for the ~20 minute speedrun. If you don't count that, I'm fairly certain I remember bypassing the sand without the Longshot or Hover Boots in the 3DS version, but it may very well be different in console versions. LinkTheLefty 23:10, 26 May 2013 (EDT)
- Slight correction: The question is "Can you get past the Gerudo Fortress and Haunted Wasteland before meeting and defeating Dark Link, as the Longshot (as far as I know) is required to cross the Haunted Wasteland?" As far as I know, the answer is no, but then again, this is Nintendo and they think of everything. WhoIAm 22:43, 26 May 2013 (EDT)
From the Strategywiki
"You'll once again be in the room with the block puzzles but at a different ledge (kill the Blue Bubble with a shot from your Fairy Bow or ignore it). Jump down, then head to the greenish-blue block. Climb up the ladder in the middle of this area, then when you see the little rope barrier, walk over to it and shoot the golden eye to get a small key (in version 1.0, a bundle of arrows)."
Is that true? I know that this chest has arrows in the 1.0 version, but I don't have 1.1/1.2 to check what the chest contains in that version. -- Sheeza 05:36, 9 July 2013 (EDT)
- Oh and this is from the Forest Temple, if it wasn't obvious from the context. -- Sheeza 05:39, 9 July 2013 (EDT)
- Going from memory for the location, but if it's this spot, then all three versions should have the same bundle of 30(?) arrows in the chest (v1.1, v1.2). Pretty confident, in-game confirmation would be nice, tho. --Xdaniel 13:33, 9 July 2013 (EDT)
- Interesting, so that page seems to be wrong. I wonder why someone thought there would be a small key here. It can't be confusion with Master Quest, since MQ doesn't have any eye switches in this room to my knowledge. -- Sheeza 14:13, 9 July 2013 (EDT)
- Going from memory for the location, but if it's this spot, then all three versions should have the same bundle of 30(?) arrows in the chest (v1.1, v1.2). Pretty confident, in-game confirmation would be nice, tho. --Xdaniel 13:33, 9 July 2013 (EDT)
On the different versions
9526b263b60577d8ed22fb7a33c2facd Legend of Zelda, The - Ocarina of Time (Europe) (En,Fr,De).n64 ae0d5ce5c27d4eccbb6d206b854a7159 Legend of Zelda, The - Ocarina of Time (Europe) (En,Fr,De) (Rev A).n64 6697768a7a7df2dd27a692a2638ea90b Legend of Zelda, The - Ocarina of Time (USA).n64 a9a86a09677b0394f15c62ca60906fbd Legend of Zelda, The - Ocarina of Time (USA) (Rev A).n64 1f26107a97cd9d923df493ebfbfd234d Legend of Zelda, The - Ocarina of Time (USA) (Rev B).n64 7d44b555e0af3eec36319b5e76e31b0c Zelda no Densetsu - Toki no Ocarina (Japan).n64 daf387c5bc73d4eaae2dc781ae1b5ada Zelda no Densetsu - Toki no Ocarina (Japan) (Rev A).n64 cd8b202e87c28060d29a1a52234c87fd Zelda no Densetsu - Toki no Ocarina (Japan) (Rev B).n64
(byteswapped ROMs because no-intro... actually IDK why they do it let's find out; unheadered ROMs) have fun - Andlabs (talk) 14:07, 19 October 2013 (EDT)
- There's some discussion on Zelda Chaos. Apparently, PAL 1.0 is NTSC 1.2 unchanged (except for the different region header), and PAL 1.1 fixed a few things like the Nayru's Love bug in the article, and some kind of crash bug involving Fire Arrows and Hyrule Field (??? dunno what that is, I've never heard of this before...). I dunno how much of that is true, but just thought I'd mention it.
Also, what are the "minor alterations to discourage sequence breaking."? -- Sheeza (talk) 18:51, 19 October 2013 (EDT)
Look as the build date, you will have the answer. So yes, 1.0 PAL is very close to 1.2 NTSC.--Jimmy130 (talk) 08:16, 20 October 2013 (EDT)
- Oh, one of the pages I've come across mentions something about how the PAL version shortened its "invincibility roll", apparently making some speedrunning tricks less practical (I believe they're specifically used to get to certain temples early). LinkTheLefty (talk) 20:11, 27 October 2013 (EDT)
Frame buffer on inventory screen is not a revisional difference
Under "Saving" -- The game no longer asks if the player wants to continue playing the current file after saving in the GameCube version. In addition, pausing to the sub-screen menus is a bit longer in the GameCube version, with an audible "break" in the sound effect and the screen's colors becoming simplified when the menu fades in.
My proposed change: -- The game no longer asks if the player wants to continue playing the current file after saving in the GameCube version. Due to emulation limitations, the start menu takes longer to load as the game captures the screen image into memory. The limited resolution and reduced color depth of the N64 framebuffer is more apparent here.
Reason: -- This is not a revisional change between builds of the game, but simply un-optimized emulation. This same problem can be seen in early N64 emulators on PC, or in certain video plug-ins.
- I fixed up the GameCube section a bit and added the proposed changes. --BMF54123 (talk) 04:03, 21 October 2013 (EDT)
Source Code Listing
A post by user Twili on The GCN claims to be "a listing of all C files referenced in every version of OoT". Because the post is behind a registration wall, I've copied it to Pastebin here. Can anyone give any insight on this? Is it TCRF-worthy?
Additional context from replies to that thread:
- This is the stuff that compiled when the Nintendo devs ran their build programs. OoT as it was known to them - an organized set of text files, not a giant binary blob that we have.
- could be the output of a program called elftbl in the sdk. not sure. would check but I'd need to hunt down a 32-bit windows image first because all the tools are 16-bit
- they're just the original names of the source files that make up code.zasm
--GlitterBerri (talk) 07:31, 2 November 2013 (EDT)
- I think this is very very TCRF-worthy. But should it go under the debug rom page or the final game page? As this place: http://wiki.spinout182.com/w/Zelda_64:_OoT_Source_Code_Listing says that it is in both - in different forms --Hiccup (talk) 10:47, 10 November 2013 (EST)
- I guess it should go on both pages with the differences noted, then. --GlitterBerri (talk) 10:55, 10 November 2013 (EST)
There's some stuff here that isn't in the article
http://zso.netau.net/ and the old version of the site: https://web.archive.org/web/20030402211132/http://zso.krahs-emag.com/, quite old though--Hiccup (talk) 11:18, 9 November 2013 (EST)
- Those are huge sites. Can you list some of the things? --GlitterBerri (talk) 20:12, 9 November 2013 (EST)
- http://zso.netau.net/codes/zhidden.html --Hiccup (talk) 11:48, 10 November 2013 (EST)
- I'll add some of the unused items, like the wallets, if they aren't on the page. Can I ask you to add pictures of the objects at the bottom of this page? --GlitterBerri (talk) 11:59, 10 November 2013 (EST)
- That's what I remember being said about the tunics as well. Actually, seems like the wallet icons are used as well. My bad memory again. Everything on ZSO is pretty suspect. --GlitterBerri (talk) 12:42, 10 November 2013 (EST)
Longer Spin Attack
You know how Link does a longer quick spin attack animation on the third consecutive spin in MM? Well it seems that you're supposed to be able to do it in OoT but the spin attack lasts longer than the time frame to continue the sword combo. If you use this code for the debug ROM you can actually do it D03D7B08 803D7B11 --Fkualol (talk) 12:48, 10 November 2013 (EST)
Prerendered Doors
Do the house interior pre-renders have existing doors behind their door objects, like the Hyrule Castle Town doors? --GlitterBerri (talk) 13:52, 10 November 2013 (EST)
- Nevermind, fkualol solves that. --GlitterBerri (talk) 14:15, 10 November 2013 (EST)
Mini Moblins?
punk7890 says that using an actor placement code to spawn a Moblin and changing its value to FFFF spawns a mini Moblin with "strange AI". In his words:
"Their AI always follows you no matter where you are and if in range at a certain distance they start to charge until they hit you. They stop if you move aside."
Is this just a glitchy thing, or is it noteworthy at all? --GlitterBerri (talk) 23:43, 14 November 2013 (EST)
- The fact that they have a small variation sounds noteworthy. --Hiccup (talk) 03:49, 15 November 2013 (EST)
Passing of Days
According to fkualol, Ocarina of Time records how many game days have passed during playtime. This number is reset when the game is saved and reloaded. You can see this by going to 8015E674 in Nemu's memory editor. For every day that passes, the value is increased by one.
This does have at least one in-game use: Biggoron tells Link to wait three to four days during the trading quest for Biggoron's Sword. Is there anything else that uses this? Is it worth adding this normally unseen information to the wiki?
Also, I wonder why Biggoron tells Link to wait a non-exact amount of time. Does he sometimes take different lengths of time to finish the sword? Is it slightly randomized? Or is he just affecting a colloquial tone to make it sound more natural?
--GlitterBerri (talk) 00:49, 15 November 2013 (EST)
Debug Console Printouts
I dimly recall from the ZSO days that TSDeathAngel/ZZT32 and Cendamos enabled some sort of debug printout which generated pages and pages of text that said exactly what the game was doing, including some Japanese text, smileys, and comments about the weather. Does anyone know where to find this information or how to recreate it?
--GlitterBerri (talk) 00:49, 15 November 2013 (EST)
- Nevermind, got the info straight from the source. Information added here, courtesy of ZZT32. --GlitterBerri (talk) 05:57, 15 November 2013 (EST)
Secret Passage unused in Darunia's room
[[File:LoZOoT-DaruniaRoomPassage.jpg|320px|left]] Go to the room Darunia in Goron City. And look Up
I do not know what the purpose of it exists, should probably be to use while the door is locked.
The best time for this is when with adult Link, where Darunia was probably kidnapped and the room would be empty.
--Porcino (talk) 18:01, 23 December 2013 (EST)
- Hi, Porcino! I was just talking about this in the chat the other day, so it's nice that someone else was thinking about it too! I'm also curious about this. One thing, though.. if you're going to upload screenshots to the wiki, please follow the image guidelines. (No JPGs, screenshots taken at native resolution, file names include game title, etc.) If you just want to upload a screenshot as an example, and not include it in the article, please use a site like Imgur! Let me know on my talk page if you have any questions, otherwise, you can join us in TCRF's chat. :) --GlitterBerri (talk) 18:06, 23 December 2013 (EST)
I'm not good with English, but this secret passage I knew her a long time, also it strange that no one knew about it. --Porcino (talk) 18:36, 23 December 2013 (EST)
We knew about it, it just hadn't been added to the wiki yet. :) What happens if you moon jump into it, I wonder. --GlitterBerri (talk) 18:40, 23 December 2013 (EST)
Nothing happens, the is equal to alcove "Zora's Domain". --Porcino (talk) 20:29, 23 December 2013 (EST)
- Added to article. --GlitterBerri (talk) 19:56, 31 January 2014 (EST)
Unknown Clothing
I do not know if I should put something about it. There is a code that releases some shades of color to the outfit. As well as some distant Black (in others values), white, yellow. What caught my attention is the value 0A is the same color of clothing beta.
Game Shark Code: 801DAB6C 00??
[[File:OOTIcons early.png|thumbnail]]
--Porcino (talk) 20:11, 26 December 2013 (EST)
- Interesting thought! Please upload .jpgs to http://www.imgur.com in the future, OK? Read the TCRF Image Rules! If you don't understand, maybe TempleofDreams or divingkataetheweirdo can translate. --GlitterBerri (talk) 20:16, 26 December 2013 (EST)
- According to fkualol, this colour is being drawn from an object file and is thus a glitch. Only Red/Blue/Green/Black/Yellow/White tunic colours seem to be valid. --GlitterBerri (talk) 19:56, 31 January 2014 (EST)
Beta Kakariko Village
I hope you can understand me, I'm not good in English but I'll try.
http://s27.postimg.org/eawzrrbbl/Ocarina.png
Comparisons http://s12.postimg.org/yowtjp44t/Untitled_1.gif http://zeldapower.com/images/beta_oot/5kakariko1.bmp
I did some comparisons of a texture of Death Mountain. The Raw image I pulled direct from rom version 1.0. You can see few differences of Kakariko with the final image. 1 - 'Shotting Galery': has another type of texture lighter near the roof. Night has lights on the door and the window. 'Shotting Galery' in the final version has no lighting and no window.
2 - Impa's House: Apparently has 1 window on the right, Maybe the picture does not give it to better evaluate it. But at night a light appears in the middle of the house and one in the right window.
3 - Different Hill: At the entrance to Death Mountain the raw image shows her getting larger while in the end she is smaller. There is still a collision model in the final version as it is in the 3rd picture. --Porcino (talk) 20:44, 28 December 2013 (EST)
- Porcino, I want to add this to the article, but your English is difficult for me to understand. Can you write the message above in Portuguese? I will ask TempleofDreams to translate it. --GlitterBerri (talk) 04:58, 30 December 2013 (EST)
- I'm following this talk page (it's on my watchlist), so when Porcino types it in Portuguese, I'll translate it straight away, no need to call TempleofDreams. Is Porcino Portuguese or Brazilian, though? Porcino, se és Português, escreve o que queres em Português, que eu ou o TempleofDreams podemos traduzir, de modo a que o GlitterBerri e os outros possam perceber e adicionar o conteúdo ao artigo. {EspyoT} 07:46, 30 December 2013 (EST)
- I didn't realize you spoke Portuguese as well! Thank you for offering to help. :) Would you be so kind as to translate these talk page comments into English as well, so everyone will be able to read them? I did something similar with RGBA_CRT's talk page entries here. I'm also in favour of adding this information to the wiki, by the way, but if anyone protests, we can always put it on the Prerelease page that's in progress right now. --GlitterBerri (talk) 05:53, 3 January 2014 (EST)
- No problem! I'll translate them in a sec, I just need Porcino to quickly confirm if I got the info right (been a while since I touched Ocarina of Time...). Basically, it all boils down to the texture seen on Gerudo Valley to represent the Kakariko Village not matching up to the actual village, mostly in terms of windows. I told Porcino that that kind of info might not be suitable for TCRF, but I forgot we're doing Prerelease pages now, so even if it doesn't go in the main page, it could go there! {EspyoT} 08:31, 3 January 2014 (EST)
- Could you also give Porcino a brief rundown of the image guidelines (for example, no .JPGs, native N64 resolution of 320x240, use "early" or "prototype" and not "alpha" or "beta") in Portuguese? I really appreciate him trying to help, but we keep having to remove or replace the screenshots he uploads. --GlitterBerri (talk) 17:03, 3 January 2014 (EST)
Olá Espyo, obrigado! Separei as imagens acima para falar sobre a imagem ripada da Death Mountain onde é mostrado a Vila Kakariko de dia e de noite. A imagem é um pouco diferente da Kakariko atual. Uma das mudanças estão na casa shotting Galery visto que na imagem beta ela é uma branca e com janelas como mostrado na imagem ripada da Death Mountain, na versão final ela é de tijolos. Pode se notar a falta de uma das janelas na casa da Impa, no caso a janela esquerda. De noite é possível ver as luzes da beta "Shotting Galery" e luz no meio da casa da Impa sendo que na versão final não tem janela no meio da casa. --Porcino (talk) 11:55, 1 January 2014 (EST)
- Ah, acho que já estou a perceber. Deixa-me só confirmar se percebi, porque já faz tempo desde que joguei o OoT, e não me lembro exatamente de algumas coisas...
- A Shooting Gallery, na imagem ripada da Death Mountain, é branca com janelas, mas no jogo final, é de tijolo (pergunto porque não estou a reconhecer qual é a Shooting Gallery). Tirando isso, a textura mostra uma configuração diferente das janelas, na Shooting Gallery e na casa da Impa, é?
Já agora, é possível que esta informação não seja aceite no TCRF. Por um lado, retrata de informação sobre algo que não condiz com o jogo final, algo que fazia sentido na versão protótipo do jogo, o que é algo que o TCRF cobre. Mas por outro lado, às vezes os desenvolvedores desenham texturas simples como esta de qualquer maneira, mesmo que não correspondam à realidade da verdadeira Kakakiro. Deixa-se ao critério dos outros; por mim, adicionava-se isto, porque até é interessante.(Esquece, dá sempre para adicionar nas páginas de Prerelease, não há problema.) Independentemente, só preciso que confirmes se percebi bem (as imagens divididas e unidas como estão confundem mesmo a situação :/), e já escrevo aqui em Inglês um ponto de situação, para que os outros possam pensar sobre isso. {EspyoT} 08:30, 2 January 2014 (EST)
- Sim, você entendeu bem, acho que poderia colocar a gif da imagem de dia e noite que foi ripada e comparar com a Shooting Gallery final e a imagem beta. Seria interessante.
--Porcino (talk) 09:56, 3 January 2014 (EST)
- Certo! Eu já traduzo então tudo. Entretanto, as imagens anteriores foram removidas devido aos guias sobre imagens. Existem várias regras, mas de maneira geral, convém que as imagens sejam sempre .png, na resolução nativa da consola (320x240 no caso da N64). Ainda existem outras regras, como o uso de "beta" e "alpha" ser banido, uma vez que tratam de fases de desenvolvimento que, a não ser que nós conheçamos exatamente, não devem ser usados. Não sei se já existe a versão PT-BR destas páginas de guias, mas eu vou-me apressar e escrever a versão PT-PT quando puder. {EspyoT} 08:04, 4 January 2014 (EST)
Ok, so that's it. When you're in Death Mountain, you can see Kakariko Village in a distance, represented by a screenshot in a texture. This screenshot however does not match with the final version of the village. For one thing, the Shooting Gallery's windows and the windows on Impa's house do not match up (missing left window, extra window in the middle). Not to mention that the otherwise brick-walled Shooting Gallery is white on the texture. The animated image shows the daylight texture and the nighttime texture, in order to highlight the windows. Now we just need to add this either to this article, or to the Prerelease one. I still don't know how these Prerelease pages work, but someone will know, of course. {EspyoT} 08:04, 4 January 2014 (EST)
Strange object in the scene 01 Kakariko Village
I believe it is used for background sound effects. Can take damage but never dies, to be set loose feathers and smoke it. I used the beta quest 01 code. It is like a cucco. http://s9.postimg.org/prsx39bof/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg --Porcino (talk) 20:36, 5 January 2014 (EST)
- Very interesting! You should add it. --GlitterBerri (talk) 19:15, 10 January 2014 (EST)
- Added to article. --GlitterBerri (talk) 19:56, 31 January 2014 (EST)
Early Version of Hyrule Field Includes Early Scene Settings?
According to this video, one of the cutscene versions of Hyrule Field contains early scene settings, such as a green minimap and Link being able to equip weapons on his horse and swim with them. Is this legit? --GlitterBerri (talk) 19:15, 10 January 2014 (EST)
- In OoT3D you can swim with your sword and shield out while in the "Beta" Quest/Death Hole Wrong Warp/01 Attract mode, I haven't experimented that much with it though. Afaik its caused by the HUD being disabled. (You can use Time Stop etc. in OoT3D, which normally wasn't possible because of Grezzo "patching" the ability to shield while holding an item out) PPLToast (talk) 23:24, 10 January 2014 (EST)
Assorted Stuff to Check Out/Add
Read the video descriptions for more information on all.
- Restored stone cube model
- Unused object that reflects back arrows (Video 2)
- Unused/inaccessible entrances
- Alternate Gohma death sequence?
- Beshitsu is Ganondorf boss room?
--GlitterBerri (talk) 07:46, 12 January 2014 (EST)
Kakariko Door
As child Link in Kakariko village, there is a door inside the brick block in the construction area. If you move the camera while close to it you can see it. It is the same door as the shooting gallery for adult Link. Is it worth adding to the article? --The Quirky Quark (talk) 20:53, 20 January 2014 (EST)
- Yup. I'm guessing entering that door will take you there as young Link. Either way, add whether it does or not to the article as well. {EspyoT} 07:41, 21 January 2014 (EST)
Elemental Arrows
It is possible through codes Game Shark use items of magic arrows. The game is not possible.
http://s30.postimg.org/uthit414x/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg
http://s24.postimg.org/ru4nnpsmd/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg
http://s23.postimg.org/93bx5cprf/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg
--Porcino (talk) 22:15, 22 January 2014 (EST)
- Thank you for the information! Which Gameshark codes did you use? Also, please don't convert JPG files to PNG files. Take PNG screenshots (not JPG screenshots!) with your emulator, OK? --GlitterBerri (talk) 01:11, 31 January 2014 (EST)
- Added to article. --GlitterBerri (talk) 19:56, 31 January 2014 (EST)
Terrible stretched texture in Dodongo's Cave
The Vertex was stretched. It was horrible! This room would be a little different with this detail. Can I put this in the article? http://s7.postimg.org/bqgsonl4r/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg --Porcino (talk) 11:43, 30 January 2014 (EST)
- Added to article. --GlitterBerri (talk) 19:56, 31 January 2014 (EST)
Early Sign Texture?
Unfortunately, I don't have too much information about this, but here's a picture. Apparently "There is no code for it. It remains in the game as an unused resource. It may be in the file 'message_static'." Can anyone figure out how to reproduce this and take a proper screenshot to add to the article? --GlitterBerri (talk) 19:56, 31 January 2014 (EST)
- Does this could help? [6]
- I remember several years ago, I saw an image of this text box and it had a red color. But I did not try to learn more about this time. --Dark Linkaël (talk) 15:31, 1 February 2014 (EST)
- Thank you, that seems like a useful resource! --GlitterBerri (talk) 18:50, 2 February 2014 (EST)
Failure hole in Gerudo Fortress
Play the song Song of the storm as adult on 4 box to the right. Enter the hole and find the fairy fountain, when you return you will be transported back to the lon lon ranch in to top. This has been corrected in the other versions. Does anyone know which version this was fixed? it tested in version 1.0 --Porcino (talk) 10:39, 1 February 2014 (EST)
Ganondorf Introdution Theme
Entering in the main ganon's tower, you can listen to this intro. But it is with very low sound. Can I put in the article? http://www.uploadmusic.org/uploaded.php?file=8180891391326314.mp3 --Porcino (talk) 02:36, 2 February 2014 (EST)
- I remember that very clearly, though I did play the 3DS remake, which may have adjusted the volume. --Hiccup (talk) 06:10, 2 February 2014 (EST)
Zora's River Exit
I'm not very familiar with the insides of this game, but if the waterfall in Zora's Fountain was going to exit to Zora's River, wouldn't the exit be in Zora's Fountain instead of Zora's River? Or does this game use "exits" to indicate locations a player can enter the room from? --Peardian (talk) 19:25, 2 February 2014 (EST)
- There is an exit in the waterfall, but have not seen any entries that can be connected to it. There is the possibility that the player could choose to get out there at some point of development.--Porcino (talk) 20:41, 2 February 2014 (EST)
Unused Sound
Someone may try to find this sound? I tested the object number 003b variable 0008. I've walked throughout the game but did not see anywhere that sound.
http://www.uploadmusic.org/uploaded.php?file=1678831391385149.mp3
--Porcino (talk) 21:30, 2 February 2014 (EST)
- Very interesting. I covered every square inch of the game's world when I mapped it and never heard anything like that either. The only place I can imagine that fitting in is Zora's Domain. Nice find. --Peardian (talk) 22:03, 2 February 2014 (EST)
Something to check out...well maybe
So I was bored, looking around on the Zelda wikia page (not even the NIWA ZeldaWiki), and on the entry for Zora's Fountain, someone claimed that the patch of trees in the back of the area used to be an exit to Kokiri Forest. I don't have a screenshot but I can provide one if needed. This may seem entirely baseless, except...
1. The trees look awfully out-of-place, as they're crammed right in between two very high mountains. 2. If you find a way to get an aerial view of the trees (which are just a flat texture), you'll see that the mountain ground texture actually extends quite far beyond the trees, in fact almost resembling a typical map exit. (No collision though).
Anyone want to clear this up? WhoIAm (talk) 19:43, 3 February 2014 (EST)
- Can not affirm anything. There is no entry or exit and no collision. --Porcino (talk) 00:59, 4 February 2014 (EST)
Early Signs
Porcino noticed that there was a sign in Scene 05 of Kokiri Forest (Spot 05) that said "Forest Temple". I decided to explore this, and ended up creating this picture album documenting the multiple alternate signs in this area. The following information is also contained in the image album, but I'll record it here too in case anything ever happens to that:
- Use the map select to go to Spot 04 (Kokiri Forest), Scene 05. An early, unused cutscene will begin. The camera does a horizontal pan that starts at the hill of the Forest Training Area and moves past Link's house (Link is standing next to his ladder, facing the camera, with a heart piece above his head), past the location of Saria's house, past the Twins' house, and comes to a stop at the wall that separates Kokiri Forest from the Deku Tree.
- When you regain control of Link, the heart piece will disappear from above your head, and you will be in Kokiri Forest with the textures unloaded.
- I turned on the collision viewer by pressing R trigger + D-left on the second controller and changing R15, R23, and R25 to 1. (Use the C buttons on the second controller to scroll up and down and change the values.)
- The collision seems identical to that of the final Kokiri Forest, except there is no hole to crawl through in order to go to the Forest Training Area. No NPCs, bushes, or rocks are loaded.
- The working exits are the Know-It-All Brothers' House, the Deku Tree's mouth, the Kokiri Shop, the Lost Woods, and Link's House. The Hyrule Field exit takes you directly to Hyrule Field and skips the bridge map. (Likely because that exit did lead directly to Hyrule Field when the cutscene was recorded.)
- Saria's house and the twins' house freeze the game if you try to enter. (Likely because these exits didn't exist or lead to somewhere now lost when the cutscene was recorded.)
- If you walk through the path to the Deku Tree, a heart piece will appear above you for a few seconds.
- There's a collectable Deku Shield on the Kokiri Shop awning where Fado normally sits, and another one sitting on the balcony of Link's house.
- There are also multiple signs, but their position and text differs from the final game. There are some signs missing, such as the signs outside the Forest Training Area signs and the signs for all the Kokiri houses.
- The early version of Kokiri Forest uses tall, indestructible signs that can be seen in prerelease screenshots but aren't used in the final game. They are still present in the ROM, however. Check it out here.
- The final version has short, destructible signs.
- The text on the signs is screwed up, and seems to be calling data from five chronological entries from wherever the game stores the sign text. This might indicate that the order and content of the sign text entries changed during development. Check out the text dump here.
- I posted comparison shots with the regular version of Kokiri Forest, so you can compare the two.
--GlitterBerri (talk) 05:09, 7 February 2014 (EST)
- It's like the Kokiri forest was not a village, but a place with way everywhere Hyrule
- The kokiri village suffered a redesign can be seen in this comparison. House of the Know-It-All Brothers the house in scene 00 leads to the Sacred Forest Meadow at any time.[[7]]
- I did a comparison for the houses.
- Another thing the way of Mido for the Deku Tree was straight and the final version is much more curved, believe that the way the final version was made to disguise the exchange transition map as it would be possible to look back and not find the graphics loaded. I hope you understood this part.
- --Porcino (talk) 07:16, 7 February 2014 (EST)
Unused Text
I decided to search for other unused sign text. I did this by using the text dump to go through a list of the sign text, and checked off each entry when I found it in the game. Here are the ones I couldn't find:
Japanese | English | Notes |
---|---|---|
城塞都市 ハイラル | Hyrule Castle Town | This actually says "Fortress City - Hyrule". Pretty cool name, hey? Maybe it was an earlier version of ハイラル城下町, "Hyrule Town Under the Castle", which is what's used in the final game. |
時の神殿 | The Temple of Time | |
森の神殿 | Forest Temple | |
魂の神殿 | Spirit Temple | |
宝くじ箱屋 売っているわけでは ありません |
Treasure Chest Shop We don't necessarily sell them... |
As you can see from the following entries, it seems like all the shops in Hyrule Castle Town once had signs that described them. |
しあわせのお面屋 しあわせ配達人ぼしゅう中 |
Happy Mask Shop! Now hiring happiness | |
ボムチュウボウリング場 新型バクダンの体験できます |
Bombchu Bowling Alley You can experience the | |
なンでも屋 いろんな アイテム ありマス |
Bazaar We have a little of everything! | |
クスリ屋 いいクスリ ありマス |
Potion Shop We have the best quality | |
ゴロンのお店 山で必要な品あれこれ |
Goron Shop Mountaineering Supplies! |
I found the Zora Shop sign in the game, but I didn't find the Goron Shop sign. |
This is sign text I haven't tested, because I wasn't able to get there using the Debug ROM. (Can't use Gameshark codes on my emulator yet.) Maybe someone else can explore whether this text is used?
Japanese | English | Notes |
---|---|---|
カカリコ村に伝わる 真実の目を持つ者のみ |
The Shadow will yield only to one with the eye of truth, handed |
Used. |
砂漠に 足をふみ入れる 命知らずな方は ぜひとも |
All those reckless enough to venture into the desert--please |
Used. |
やぶさめ場 腕に自信ある者 来たれ! |
Horseback Archery Range Skilled players are welcome! |
Used. |
ゲルドの修練場 許可ある者のみ 来たれ! |
Gerudo Training Ground Only registered members are |
Used. |
幻影の砂漠 幻を追う者に 死を! |
Haunted Wasteland If you chase a mirage, the |
Used. |
真実の目を持つ者だけが 剣の雨をしのぐ 石のカサの |
Only one with the eye of truth will find the stone umbrella |
Used. |
聖者の足を得た者だけが 死者の谷を越えるであろう… |
Only one who has sacred feet can cross the valley of the dead. |
Used. |
オラと遊んだ人の記録 � |
The record time of those who raced against me was: |
Unknown. |
--GlitterBerri (talk) 05:09, 7 February 2014 (EST)
- I checked these out on the 3DS version because that's what I had lying around with a completed save. They should all be there in the N64 version as well, but someone should check it out just in case.
- The Shadow will yield only to one with the eye of truth, handed down in Kakariko Village.
- This is triggered automatically in the first room of Shadow Temple when you approach the very first fake wall in the dungeon.
- Only one who has sacred feet can cross the valley of the dead.
- This can be found in the second room in the dungeon, where you use the Hover Boots to reach a door beyond a chasm.
- Only one with the eye of truth will find the stone umbrella that protects against the rain of blades.
- This is used in a room in B4 where you push a large hidden block along the ground to shield yourself from the spiked crushers that fall from above.
- Gerudo Training Ground
- Proof of membership required for entry!
- Found this sign at the entrance to the mentioned dungeon (the barred door in Gerudo's Fortress). It's not an exact match, but this could be a change in the 3DS version.
- Gerudo Training Ground
- Horseback Archery Range
- Skilled players are welcome! Current record: ____ Points
- Found at the horseback archery area in Gerudo's Fortress.
- Horseback Archery Range
- Haunted Wasteland
- If you chase a mirage, the desert will swallow you. Only one path is true!
- Gerudo's Fortress, right at the entrance to the Haunted Wasteland.
- Haunted Wasteland
- All those reckless enough to venture into the desert - please drop by our shop.
- --Carpet Merchant
- Found not far into the Haunted Wasteland, on an arrow sign right after the quicksand at the start.
- Found not far into the Haunted Wasteland, on an arrow sign right after the quicksand at the start.
- All those reckless enough to venture into the desert - please drop by our shop.
- Hope this helps. --Neo (talk) 08:27, 7 February 2014 (EST)
- Thanks, that definitely does help! I updated my list and will add the unused entries to the wiki. Only Dampé's text remains untested, but I'm guessing it's used. --GlitterBerri (talk) 16:37, 7 February 2014 (EST)
Unused exit in Zora's Fountain
There is programmed in plot 0 a way to 0x0199, is not used for Zora's River exit. 0199 Child: Day: 01 Entrance: 0054 Zora River
I can not make it work, anyone can try to make this exit work? Most likely the other maps have unused entries, I'll try to exploit them.
RE: I am saying that exists no programming of exits used to Zora's River. [[8]] The exit is really at the top of the waterfall, the entry would be likely after the fences in Zora's fountain.
--Porcino (talk) 13:55, 7 February 2014 (EST)
Chamber of Sages
In addition to that invisible wall around the platform, the physics are modified to behave strangely in "playable mode"- is this significant? Also somewhere claimed that the platforms off in the distance have collision. I don't know if that's true or not. WhoIAm (talk) 18:59, 1 March 2014 (EST)
Zora's Domain Torch Bug
There's a torch that emits light even though it isn't lit near the shop.--Chpexo
I don't see what you mean at all. However, there is in fact a torch bug/oversight in Zora's Domain.
There are "two" torches located in the room with King Zora and a "third" torch that only spawns as a child, that are attached to what we call scene switch flag 00 Scene flags are a 7 word long set of permanent data allocated to scene, with switch flags being a one word long subdivision used to store permanent states for the majority of the actors in the game. While the two torches in King Zora are always lit as a child, the two that spawn as an adult aren't, allowing you to do the following:
- You can light the one torch as a child, causing you to light the two as an adult
- You can light one of the two torches as an adult, which lights the one torch as a child
Mzxrules (talk) 03:56, 8 May 2014 (EDT)
Jabu-Jabu's hookshot target
In the first room after fighting the Big Octo, there is a ramp to the right. If the player changes the camera angle so that it goes through the wall for a few seconds, a Hookshot target can be seen. -- Zelda Wiki. Uh... this isn't true, is it? Can somebody check? {EspyoT} 15:52, 12 March 2014 (EDT)
- Thanks Espyo! Yes there is but the MQ version. several items have forgotten that room.
- Lost objects are two crates and four hookshot targets. I will find more information about it. http://s29.postimg.org/hp942r4zr/The_Legend_of_Zelda_Ocarina_of_Time_Master_Q.png --Porcino (talk) 16:12, 12 March 2014 (EDT)
object_trap
Some strange objects within an image 2d of a stone circle and another colored object that looks like a mask. Someone can investigate more about this?--Porcino (talk) 22:59, 29 April 2014 (EDT)
Interesting... there is a 2D stone that has improper data for this to be used properly, and there are also larger spikes. No other actor is using this, and the two extra objects inside this are not drawn by anything. The way the 2d circle is done suggests it's not part of the final game, because it is missing a command that is used with 2d objects like this one.
pic: http://img.photobucket.com/albums/v299/airikita/unused_object_trap_zps6fc1c426.png
-- Airikita 11:57, 3 May 2014
- This will need to be reported in the article. Does it would work like the Amp from Mario 64? Being that the ball would always 2d overlooking the camera? I guess we'll never know. http://img3.wikia.nocookie.net/__cb20071214140357/nintendo/en/images/6/66/Amp.jpg --Porcino (talk) 16:51, 5 May 2014 (EDT)
4th Rupee Bag Upgrade Amount
There is an extra upgrade amount within the ROM itself, a 4th value. The values go: 99, 200, 999, 999.
The 4th value is identical to the 3rd, but the fact that a 4th value exists suggests a 4th missing upgrade. It is not determined yet if a 4th bag is possible, though there doesn't seem to be one. The fact that the 4th value is this makes it difficult to determine, though it is certainly not listed in the list of obtainable items. It is speculated that this was designed for a 4-digit rupee amount, and there was even a 4th slot found when observing the RAM location that of which the digits were applied:
http://img.photobucket.com/albums/v299/airikita/NewHUD_A_zps552d4386.png
Reasons for not keeping this bag is likely because the amount 999 was high enough, and possibly anything over that seemed redundant. Considering the game's easy difficulty for obtaining items and refills, this is a possible reason they did not implement the 4th bag item, though the digits and 4th max rupee amount exist in the data.
-- Airikita 10:24, 3 May 2014 (EDT)
- If that's the case, then why isn't the third upgrade amount used? The third and largest bag Link can carry has a maximum of 500, which goes against precedent. -WarioBarker (talk) 06:19, 5 May 2014 (EDT)
The GCN Content Dump
The following information comes from The GCN forums, which can't be viewed without an account. Unfortunately, members at The GCN don't often add their findings to TCRF, so many discoveries are lost to time. If someone checks into and/or documents these things, please make a note on my list so people will know what has been added to the wiki.
- Unused trap object here.
- here.
- Undocumented white flower that appears on Blue Fairy's tunic here.
- Potentially unused/altered textures here.
- Unused code in various actors here.
- Undocumented 64DD functions here.
- More information about unused actors that should be documented here.
- A couple of unused cutscenes here.
- Potentially unused Skulltula flags here here.
- Unused item ammo counts here. (Does the shield still have a counter like it did in A + B?)
- Something about the Potion Shop once being only one scene here.
- Possibly undocumented crash debugger code here.
- Possibly noteworthy debug message here.
- Possibly noteworthy information about the cutscene creator here.
--GlitterBerri (talk) 09:52, 16 May 2014 (EDT)
pastebin links
I don't know if this would help anyone, I simply found it searching N64 functions. http://pastebin.com/FA5pWMuW http://pastebin.com/u/einstein95
Is this original content or just a asm dump? If not just clear this section.--JONI (talk) 08:35, 11 July 2014 (EDT)
- Nice to see you found my pastebin :) That stuff from the code and boot files are what could be printed to the console. Translations can be seen on this page. -Einstein95 (talk) 08:39, 11 July 2014 (EDT)
Unused Standard Tunic
Using this code 8011A640 0010 you force the deactivation of the Kokiri Tunic, obviously this is impossible during normal gameplay. I wonder if this is really a value to standard tunic or a coincidence to be dark green color. Unused Tunic http://i.imgur.com/n8kyby3.jpg | Kokiri Tunic http://i.imgur.com/PvwbAW9.jpg --Porcino (talk) 08:10, 10 October 2014 (EDT)
- So this green tunic is just a coincidence, for some reason it uses the offset 0x0b6da4d. Perhaps at some time, that region was used for values of tunic. I wish that someone could verify this. I'll try to find out something. --Porcino (talk) 14:12, 14 October 2014 (EDT)
Temple of Time Exterior Collision
I had a look at this area with Utility of Time and there seems to be a lot of unnecessary collision.
The more interesting spots were marked with some red color: the pathways and some collision boxes besides the stairway to the entrance of the temple and outside the main area at the bottom.
http://i.imgur.com/kL5dDRr.jpg
The two collision boxes beside the stairway could be used for trees.
Looking at two prototype screenshots it looks like there were two trees in front of the temple of time and more trees on the right side of the temple ( the collision data is there too ).
Sadly the second screenshot is really blurry so it’s kind of difficult to be sure.
But we can see the once more open nature of this area with pathways leading to the sides of the temple and they are still visible in the collision data.
Prototype Market http://tcrf.net/images/8/88/OoT-Castle_Town_IGN.jpg Prototype Temple of Time Exterior http://i.imgur.com/HDB587x.jpg
I made an overlay of the prototype picture and the final collision. It’s a little bit rough but I hope you can see what I mean.
Collision http://i.imgur.com/8Cbq3ZI.jpg Overlay with Prototype Picture http://i.imgur.com/N5oL7CY.jpg
Could this be interesting for the developer oversights section? --ZeeRoX (talk) 09:56, 16 November 2014 (EST)
Old Texture Leftover in Ganons Tower
I don’t know if we can consider it as an overlooked leftover because it’s quite prominent, but it’s the only part where the texture wasn’t changed to the newer ones.
http://i.imgur.com/xM1NQmS.png and the texture http://i.imgur.com/ox5QieT.png
You can see the texture in this old picture.
http://i.imgur.com/hKNkFpO.jpg
It’s kind of interesting that a lot of other textures seen in old pictures of ganons tower are still used in the final version.
So is this something which should be added to the article or not? It's difficult to tell. --ZeeRoX (talk) 09:54, 16 November 2014 (EST)
Unused Textbox Layouts
I remember that there was a gameshark code floating around in the old days of ZSO which enabled different layouts for the textboxes, one of them looked quite similar to those used in Twilight Princess.
The problem is that I can't find this code anymore and I don't have the experience and time to look into this stuff myself, so I leave this here as an note.
Maybe someone could look into this. --ZeeRoX (talk) 11:52, 16 November 2014 (EST)
- I have doubts about it, looking at the file 008E6000 - 008EA180 message_static, Can not see any other different message box . http://i.imgur.com/DvrFNwg.png --Porcino (talk) 14:31, 16 November 2014 (EST)
Unused arrows charging effects
Looking at some videos of Airikita, shown some different effects of charging for different items used. The video showed her to have effects orange, green and black. I found several other. http://i.imgur.com/XdY7kLt.png http://i.imgur.com/feI1lkF.png http://i.imgur.com/QJGQKRI.png http://i.imgur.com/fV6M2aQ.png http://i.imgur.com/xVa0Lz3.png http://i.imgur.com/YncEJN4.png http://i.imgur.com/7HPuVej.png But I have a doubt, I do not have 100% sure if these colors are glitches or "betas". Currently this can be found in file ovl_kaleido_scope. In ocarina of time 1.0, theses values can be found in offset 0x6C40. Maybe I can find out the exact address of these colors. --Porcino (talk) 10:31, 8 January 2015 (EST)
-- Hello Porcino (talk) the 6 colors are all after that address you found, there is no other spot for them. Yes I'm unsure if they are glitch colors too, but they seem to match the beta colors. Maybe I can look at that again sometime in vanilla OOT. --Airikita (talk) 5:05, 22 January 2021 (EST)
-- Colors can be found at RAM address 80125AEC (debug) function for reading the colors at line 8008BC40 (debug) --Airikita (talk) 5:39, 22 January 2021 (EST)